Anyway, cool map. Looks pretty like all your stuff does. The stairs up to the second Arachno are one-way because of the low roof, though perhaps this is intentional? Just after that, the Revenant sprite clips through the ceiling before the switch to lower the key bars. The HK at the red key is a bit of a nasty trick, as you'll see in my second death, heh. The final room is substantially easier than the rest of the level, you could probably swap the red/yellow key areas and have it flow better.

The most memorable thing I totally loved about this level is the use and re-use of the first room with the pillar. You have the opening Imp fight, the sometimes-simultaneous and sometimes-separate demon/sarge fight, the later Imps pile into there, I ended up fighting the first Revenant in there too, more Imps, and then you pass by it on top with the first Arachno. It's the same area but each fight plays out differently because of the different monsters, different positioning of the monsters, or different status of the player at the time. That's a heap of mileage out of just one room with such basic architecture. Good work!

Share this post

Link to post

Share this post

Link to post

This kind of stuff seems like the right way to speedmap - just go in with an idea knowing you're going to have the product finished fairly quickly, yet don't go to a hard and fast time limit (as in, the 100 minute contests), that far too often causes a map to fall short.

I wish there were speedmapping contests like this held, a little less strict than the 100 minute ones. Maybe a full 32in24 project for single player - I would think a day would be a fair time limit since Khorus is pumping this stuff all out at about a map a day. Yes, I know there's the rather mediocre attempt at that already from 2007 and there's also Diet 32in24 - but I think the next 32in24 should be single player oriented with hopefully a better turnout than the 2007 attempt (there's a lot of active mappers now that weren't really so active then, for a start), and also not one with a strict theme/gimmick, as in Diet.

Share this post

Link to post

Map06 is now up for download. 2.5 hours. It still needs polish though, but I can't do that right now.

My laptop is now acting up. It will rarely boot to desktop, and when it does it's incredibly sluggish and the display is limited to 8-bit colour. I've managed to run virus, malware and memory scans with nothing being picked up. Gawdamn computers. We'll see if I can manage to make a map today.. :/

boris said:

The blue key in map02 only has the "hard" skill level set.

Thanks, fixed!

Mr. Chris said:

I'm gonna do some map recordings of this with BrutalDoom and post it on my Youtube later on. :3

Share this post

Link to post

The trickiest part of MAP02 was figuring out what order to dispatch everything in so I didn't run myself out of ammo and be unable (or unlikely) to reach more. I love how the ammo is spread out so you pretty much have to place yourself in a high degree of danger to get through the level.

The start of MAP03 was very hectic until I figured out a more ideal route than going for the armor straight away. I only got 97% kills here, it seems one enemy didn't teleport.

MAP04 was just awesome. I love Archvile puzzles like the start of this. The big outdoor area was a good hard challenge, I died here the most. Having the Arachnos fight the Mancs was helpful but also difficult to setup. I felt the HK near the key was nerfed a fair bit by being able to hide behind the window? This is my favorite level so far.

Share this post

Link to post

In MAP06, the blue key bars are too close behind the yellow key bars to press them in non-ZDoomy ports. Moving them back a bit further or setting the Boom passthru line flag on the yellow bars would fix the issue.

In MAP06, the blue key bars are too close behind the yellow key bars to press them in non-ZDoomy ports. Moving them back a bit further or setting the Boom passthru line flag on the yellow bars would fix the issue.

Heh, I missed this as I must have used the sides of the bars every time I played. Thanks!